← RETURNCASE FILEGame / AR/VRSTATUS: COMPLETE2026.02 – 2026.04
RT-TLC-002

The Last Compact

#002

A first-person interactive narrative installation on memory, debt, and entropy — an infinite corridor of memory chambers whose ending is driven by a model of the protagonist's psychological state.

Année
2026
date
2026.02 – 2026.04
dimension
1920×1080
media
Unity / C# / Photoshop / Illustrator / Blender
subtitle
First-Person Narrative Exploration

A — PROJECT OVERVIEW

A first-person narrative installation on memory, debt and entropy. Built in Unity with URP: an infinite corridor of memory chambers where the path and the ending are driven by a mathematical model of the protagonist’s psychological state.

A — PROJECT OVERVIEW 01

A — PROJECT OVERVIEW 02

A — PROJECT OVERVIEW 03

A — PROJECT OVERVIEW 04

B — GAMEPLAY FLOW

A prologue leads into the corridor. Six memory chambers across two phases, fragments collected toward a final judgment, ending in one of three states: Stable, Unstable, Collapse.

Bootstrap
Main menu
Wakeup room
Branching dialogue
+ voiceover
Timeline
cinematic
Read the
letter
Gameplay
enabled
Infinite corridorAI-generated paintings · infinite loop
Phase A
Room 1 — Melting community400 procedural houses
Room 2
Room 3
Collect 3 memories
Phase B
Room 4
Room 5
Room 6
Collect 3 memories
Archive roomSpace-bar sequences · entropy 3D model
Chapter evaluation S = Psyche√(Debt × Entropy + 1)
StableS > 1.5
UnstableS > 0.8
Collapseotherwise

C — TECHNICAL BREAKDOWN

Layered and event-driven. All game data lives in ScriptableObject assets — no hardcoding. Systems talk through a static event bus, so no script references another directly, and every component stays independently testable and swappable.

DataLayer 1
GameBalanceConfigall tunable params
NarrationDatabasedialogue & conditions
WakeupDialogueDatabranching dialogue
EndingData3 endings

ScriptableObject assets — no hardcoding

Singleton managersLayer 2
GlobalProgressManagerscene flow, memory tracking
GlobalMentalStateentropy simulation
GlobalUIManagerpause, cursor, UI
NarratorManagerqueue-based playback
ScreenFadertransitions

DontDestroyOnLoad — persistent across scenes

Event busLayer 3
NarrationAnnouncerstatic event bus — zero dependencies
in — OnNarrationRequested
in — OnSceneEventTriggered
out — OnNarrationStarted
out — OnNarrationEnded

No script directly references another

Scene systemsLayer 4
WakeupWakeupSequenceManager · DialogueUI · Letter
CorridorUniversalPlayer · CorridorManager · DoorManager · AITextureRequester · MemoryItem
Memory roomsRoom1SequenceManager · MeltController · InfiniteCommunity
ArchiveArchiveSpaceSequence · ChapterEvaluator
Causal entropy MVCLayer 5
CausalModelpure C# logic
CausalControllerMonoBehaviour bridge
CausalViewshader driver
Custom shadersMeltDistortion · CausalEntropy

D — SEE IT IN ACTION

Words and diagrams can only show so much. Watch the full walkthrough to see how it all comes together.